Steel Style (Shinobi World Supplement)
Steel Style[edit]
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike Magnet Style’s manipulation of magnetic fields.
Hand Seal Jutsu[edit]
Murderous Grasp
Cost: 2+ chakra
Duration: 1 minute
As a bonus action, you extend chakra-metal wires from your fingertips. Your unarmed strikes deal magical slashing damage, and your reach increases by +5 ft.
Wire Cage
Cost: 3 chakra per turn/9 if used as a reaction
Duration: Until the beginning of your next turn.
Requirements: Murderous Grasp
As an action or a reaction immediately before you make a Strength, Dexterity, or Constitution saving throw, you rapidly spin, leaving a trail with your wires to create an impenetrable dome. Any creatures in a 10 ft. radius of you must make a Strength saving throw, taking twice your unarmed strike damage on a failure, or half as much on a success. If a creature enters this range after the initial use, they must succeed a Dexterity saving throw or take 1d8 + your Intelligence modifier magical slashing damage. Additionally, you gain advantage on Strength, Dexterity, and Constitution saving throws.
Non-Hand Seal Jutsu[edit]
Basic Steel Style Technique
Cost: 0-5 chakra
Range: 30 feet
Duration: Instantaneous of 1 hour (see below)
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose material, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success.
- If you target an area of loose metal, you can reduce it to dust for 1 hour for 5 chakra. This metal dust is stored ambiently around you and does not count against your carrying capacity. You may only have up to 5 cubic feet of metal under these effects at a time, and it no longer counts as loose metal if it is spent on a jutsu.
- You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Black Iron Fist
Cost: 5 chakra
Duration: 1 minute
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet, deal an additional 1d4 of damage and you may grapple 1 additional creature at a time.
Steel Weapon Creation
Cost: 2 chakra per weapon
Range: 30 feet
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage.
Black Iron Wings
Cost: 5 chakra
Duration: 5 minutes
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings.
Iron Chain World
Cost: 2 chakra per foot of metal
Range: 10 foot per foot of metal line
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success.
Secret Technique: Black Iron
Cost: 20 chakra
Range: 30 foot radius
Duration: 1 minute
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are restrained. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become paralyzed and no longer age or require food, water, or air until another creature removes the seal.
Impervious Armor
Cost: 8 chakra
Range: Self
Duration: 1 minute
As an action or reaction to being attacked, you cover your body in at least 1 square foot of metal. You gain a +3 bonus to your AC and you become immune to non-magical slashing, piercing and bludgeoning damage, resistant to magical slashing, piercing, and bludgeoning damage, and vulnerable to acid and lightning damage. You may end this jutsu as an bonus action.
Carbon Control
When you cast a Steel Style jutsu, you convert the very carbon within your body into a thick sheet of tubes. You may spend 5 hit points to replace each cubic foot of metal the jutsu requires.
Carbon Whip
Requirements: Carbon Control
Cost: 8 chakra
As a bonus action, you reconstruct 5 cubic feet of metal into long, malleable extensions at the end of your fingers. Your unarmed strikes target every creature in a 20 foot cone, using the same attack and damage rolls. You must spend 2 chakra at the end of each of your turns to maintain this effect.
Carbon Armor
Requirements: Carbon Control, Impervious Armor
Cost: 8 chakra
Duration: Concentration, up to 1 minute
As an action while Impervious Armor is active, you become truly invincible, covering yourself in an inch-thick suit of diamond-hard armor made of 5 cubic feet of metal. You gain a +2 bonus to your AC and you become immune to non-magical slashing, piercing and bludgeoning damage, and resistant to any other type of damage. Critical hits against you ignore this immunity and resistance. Additionally, you begin suffocating, though you can speak, until this jutsu ends, and you may only breathe as an action.
Carbon Armor: One Fist
Requirements: Carbon Armor
Cost: 6 chakra
As an action while Carbon Armor is active, you focus your armor's defensive abilities into a diamond-hard fist. You gain a -5 penalty to your AC until the beginning of your next turn, and you may make a single unarmed strike with a +5 bonus to attack and damage rolls.
Blood Needle
Cost: 6 chakra
As an action, you liquefy metal and shape it into 2 non-magical light weapons for every foot of cubic metal used. If you have Chakra-Infused Strikes, these weapons count as magical for the sake of overcoming resistances. Each weapon lasts up to 1 minute, and is instantly destroyed if it is not touching Jujumaru at the end of his turn.
Secret Technique: Tree Blood Barrier
Requirements: Blood Needle
Cost: 6 chakra
Duration: Concentration, up to 1 minute
As a bonus action immediately after you cast Blood Needle, you attach any weapons created by a string formed out of 1 cubic foot of metal, which lasts for the duration of the jutsu. You may move these weapons anywhere within a 15 foot radius centered on you, and they count as being wielded by you regardless of where in this radius they are. If you move, these weapons move in relation to you. Each weapon's string has 1 hit point and an AC equal to your jutsu saving throw DC. If the weapon's string is destroyed or the weapon is moved out of this radius, this effect ends on that weapon.
Secret Technique: Tree Blood Barrier: Control
Requirements: Secret Technique: Tree Blood Barrier
Cost: 6 chakra
On a hit with a weapon controlled by Secret Technique: Tree Blood Barrier, you attempt to force your strings into the target, who must attempt a Constitution saving throw. On a failure, you become paralyzed and the creature is charmed. This jutsu automatically ends if you lose the paralyzed condition, you end this jutsu as an action, or the target falls unconscious. While charmed in this way, the target is controlled by you, and you may communicate telepathically with them. Creatures controlled by you can only use class and background features that you have and spend a number of chakra equal to half their maximum, and may attempt a Strength saving throw at the end of each of their turns, ending this effect on a success.
Acceleration Cube
Cost: 4 Chakra
Range: 60 feet
As an action, you turn 1 cubic foot of metal into a number of metal cubes equal to your proficiency bonus, accelerating their small size to high speeds. Make a ranged spell attack. On a hit, you deal 1 per cube + your Intelligence modifier bludgeoning damage. You may divide this damage evenly between a number of targets within range up to your proficiency bonus. If an attack misses, the damage divided to the target is not dealt to any target. This jutsu counts as a single attack for the sake of the Extra Attack feature.
Super Acceleration Cube
Requirements: Acceleration Cube
Cost: 4 Chakra
Duration: Concentration, until the beginning of your next turn
As a bonus action, you condense your cubes into a single mass, accelerating it for an extended period of time. Until the beginning of your next turn, any Acceleration Cube attacks you would have made are delayed until the end of this jutsu's duration and deal twice as much damage. If you lose concentration on this jutsu, you regain half this and Acceleration Cube's costs, and these attacks do not happen.
Acceleration Ring
Requirements: Acceleration Cube
Cost: 6+ Chakra
Duration: Concentration, indefinitely
As a bonus action, or as a reaction when you would take damage for 4 additional chakra, you erect a ring of cubes around you from 1 cubic foot of metal. You gain a number of temporary hit points equal to the amount of damage you can deal with Acceleration Cube. You may spend 6 additional chakra and an additional cubic foot of metal to increase these temporary hit points by the initial value a number of times equal to the number of attacks you can make on a single action. If you lose concentration on this jutsu, you lose these temporary hit points. As an action while concentrating on this jutsu, you may cast Acceleration Cube without spending chakra, dealing an amount of damage equal to the remaining temporary hit points granted by this jutsu. You may only make 1 attack when casting Acceleration Cube in this way.
Quarantine Wall
Range: Touch
Cost: 5+ chakra
As an action, you erect a massive 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has your AC and 30 hit points. You must spend your action and 1 chakra to maintain this, you may spend additional chakra when you maintain this jutsu to grant the wall twice as many hit points as additional chakra spent, and you can not move while this jutsu is active. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to you. The wall can be seen through, but jutsu whose range is not based on sight or hearing cannot be cast through it. If you end this jutsu before the wall reaches 0 hit points, you regain a number of chakra points equal to 1/4 the wall's number of hit points.
Steel Projectiles
Cost: 8 chakra
Range: 30 feet
You create two orbs of steel, weighing 5 lbs., and hurl each at a close target, obliterating it with sheer force upon impact. Make two ranged jutsu attack. Upon impact, the target takes 3d8 bludgeoning damage and must make a Strength saving throw, getting pushed 10ft back on a failed save.
*Shed*
Requirements: Impervious Armor
Cost: 6 chakra
As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.
*Demonic Flesh*
Requirements: Impervious Armor
Cost: 6 chakra
As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 2d6 slashing damage. When a enemy hits you with a unarmed strike, they take 2d6 piercing or slashing damage.
*Missile Fist*
Requirements: Impervious Armor
Cost: 6 chakra
As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.
*Steel Clone*
Requirements: Shadow Clone
Cost: 1 chakra
Liquid steel falls from you and forms into a clone made of black steel. The clone is extremely heavy due to being made of steel, weighing 8 times your weight. It can perform any jutsu you know that is related to Steel Release or Taijutsu. The clone has immunity to all nonmagical damage. This also causes you to not regain the base chakra spent to create the clone.
*Dark Blade*
Cost: 11 chakra
As a bonus action or reaction to being attacked, you create a blade made of black steel that runs the length of your forearm or lower leg (calf or shin). The blade can be used to block incoming attacks or attack a target causing major cuts to the target. When used as a bonus action, until the start of your next turn, your unarmed damage roll changes to 2d8 magical slashing damage, or you gain one additional unarmed damage die to your unarmed damage. Whichever one you prefer. When used as a reaction, you gain a damage reduction of 5 until the start of your next turn. Or if you have damage reduction already, it increases by 5.
*Dark Blade Dance*
Requirements: Impervious Armor
Cost: 8 chakra
Range: 10 foot sphere
As a reaction to being hit while you have Impervious Armor on, several blades made of black steel pop out all at once from all over your body as a counterattack. The stronger the opponent's physical attack, the more powerful the counterattack is. The Blades can be used to block or trap an opponent's strikes while also striking at anyone close. You take half of the damage you were supposed to take, and everyone within range takes the other half.
*Unbreakable Armor*
Requirements: Impervious Armor
Cost: 10 chakra per turn
Range: Self
You refine the effects of Impervious Armor to a point where it rivals Titanium in strength and hardness, then coat your whole body with this new perfected dark steel, turning yourself into an indestructible being able to even shrug off some of the most destructive Ninjutsu out there. Any weapon, except Legendary, instantly breaks upon hitting this layer of armor. As an action, while Impervious Armor is on, you enhance your armor to unimaginable levels, giving yourself immunity to all damage except for the vulnerabilities Impervious Armor mentions, which stay the same, and for Psychic, which remains unchanged, for the duration of the previously casted Impervious Armor. You must keep using your action to spend 10 chakra and so, keep this jutsu active.
*Steel Style: Shattering Rasengan*
Cost: 15 chakra
Range: 60 ft.
Duration: 1 minute
Requirements: Rasengan
As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier bludgeoning damage, and gains the rasped and slowed conditions. On a success, none of these effects occur.
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